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  1. #1

    Default Changing allied general/allied governor traits.

    One of the things that I never really liked about EB, and all TW games that i've played for that matter, is that the difference between having a FM within a settlement and not having one is rather extreme. For example, I had recently had a FM who was governing a settlement(forgot the name) for most of his life-time, gaining about 5k/turn. He then died and it dropped to 1k or something, and went up to 2-3k when I got another one in there.

    Anyways, the question here isn't why the difference is so bloody extreme, but rather that it's impossible to have enough FM's to govern everything, while also having enough FM's to lead multiple armies.

    So, the natural thing to do now is to turn to allied generals/allied governors. The only problem here is that allied governors and generals made from Type 4 governments give you a large hit to settlement happiness rating and the like if they're in anything outside of Type 4 govs.

    I was wondering how much work it would take to remove that trait. Specifically, I'm wondering how much work it'll take to get rid of the "impostor" and related traits from allied generals or allied governors who stay in settlements without Type 4 gov's. Would it require me to dozens of traits and edit dozens more to get it working right, or can I just get rid of all impostor traits and related traits, and it will work fine?

    If it doesn't take much work, would anyone be kind enough to point me in a general direction so I don't go screwing things up left and right?

    And these changes will not work in a current save-game right?

    Thanks for the help!

  2. #2
    Guest Aemilius Paulus's Avatar
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    Thumbs up Re: Changing allied general/allied governor traits.

    Quote Originally Posted by magick View Post
    And these changes will not work in a current save-game right?

    Thanks for the help!
    All those changes would be made to EDCT (export_desc_character_traits) and those changes, alas, are not save-game compatible. If you still wish to go on, I can tell you how, but if you need them to be save-game compatible, then you cannot make them now.

  3. #3

    Default Re: Changing allied general/allied governor traits.

    It's fine if it's not save-compatible, as I can use it in later games.

    Thanks for the help =D

  4. #4
    Guest Aemilius Paulus's Avatar
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    Lightbulb Re: Changing allied general/allied governor traits.

    Well then, you can either delete all mentions of the imposter trait, or better yet, change its effects, which is much easier. Tell me what you want to do, and I will edit the EDCT accordingly, and then upload it for you. I can also tweak other traits as well. Doing it myself will be easier then giving you instructions, since you seem to be a modding novice. Then again, it is really easy. I suppose you can simply Ctrl+F and delete all mention of imposter, the trigger for it, and the main trait entry.

  5. #5

    Default Re: Changing allied general/allied governor traits.

    Can you tell me which files that I have to change? I can probably do it myself, i'm just hesistant to do a sloppy job because it may take more than one file-edit to get what I want.

  6. #6

    Default Re: Changing allied general/allied governor traits.

    Since I don't want to clog this forum up, i'll ask a couple more questions that I have here.

    1) If I wanted to extend the 4tpy script, I just have to create more in the EBBS_Script, or do I have to do more than that?
    2) Is it possible to change it so that I can recruit alied generals from any gov. types? I'm assuming that all I have to do is copy the recruitable general part from the EDB, but i'm not entirely sure about this.

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